Search found 11 matches

by vladts
Mon Apr 06, 2020 23:48
Forum: Modding Discussion
Topic: Entity inventory
Replies: 1
Views: 138

Entity inventory

Hello! I'm interested, how can i create inventory in entity? I'm developing modified carts with engine, and i want to add furnace-like interface for putting fuel into it. But when i create entity, cart_obj = minetest.add_entity(pointed_thing.under, "carts:cart") local inv = cart_obj:get_inventory() ...
by vladts
Sat Mar 17, 2018 15:07
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

Re: [mod] "realistic" nuclear mod

I think about this. But I don't want to do some 'magical' converter to energy. Real nuclear reactors heats flowing water, water transforms into steam and steam rotates turbine. In minetest we don't have neither steam, neither real flowing water. So I think, what heat-to-energy converter should do.
by vladts
Sat Mar 17, 2018 09:46
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

Re: [mod] "realistic" nuclear mod

Image

Automatic reactor control. Neutrons detector (under the reactor) measures number of neutrons and controller moves cadmium block into the reactor, if it's too many neutrons
by vladts
Sat Mar 17, 2018 05:56
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

Re: [mod] "realistic" nuclear mod

Water cooling and improvements of temperature calculations

Image
by vladts
Fri Mar 16, 2018 18:53
Forum: Modding Discussion
Topic: Tools events in mods
Replies: 5
Views: 318

Tools events in mods

Hello!

I have some question about tools. I have tool which displays some HUD. When on_use is called, I can modify this HUDs. But I didn't find callback for switching to other tool. But i need to hide HUD when the tool is deselected. How can i do this?
by vladts
Wed Mar 14, 2018 12:10
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

Re: [mod] "realistic" nuclear mod

Now I have a big problem with performance of my mod, because calculation of neutrons takes O(n^(7/3)), where n - number of blocks.
by vladts
Wed Mar 14, 2018 12:09
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

Re: [mod] "realistic" nuclear mod

I think I will write something like this, to make reactor a bit more useful than just melting ground.
by vladts
Wed Mar 14, 2018 06:07
Forum: WIP Mods
Topic: [mod] "realistic" nuclear mod
Replies: 10
Views: 964

[mod] "realistic" nuclear mod

Hello! There is some mods for minetest, which contains radioactivity, uranium and so on. But I didn't find mod, which calculates radioactivity processes in realistic manner. So I started my own. It contains: Nodes: uranium graphite nuclear wastes cadmium Tools: radioactivity measure tool, which show...
by vladts
Tue Feb 14, 2017 11:25
Forum: Problems
Topic: Falling nodes loses their meta info
Replies: 2
Views: 240

Falling nodes loses their meta info

Bug is reproducible Minetest version 0.4.14 How to reproduce: write mod heavy_cube={} minetest.register_node("heavy_cube:cube", { description = "Heavy cube", groups = {cracky = 3, falling_node = 1}, is_ground_content = false, on_construct = function(pos) local meta = minetest.get_meta(pos) meta:set_...
by vladts
Sun Feb 12, 2017 20:33
Forum: Modding Discussion
Topic: Converting one flowing liquid to other
Replies: 1
Views: 182

Converting one flowing liquid to other

Hello! I have some difficulty with converting one flowing liquid to other. If I simply call add_node() with target flowing liquid and set the same level, as it was for the original liquid, my target liquid disappears, because I have no source of this liquid. I don't see some simple solution of such ...